fix: compiling would fail in the game project because of __snprintf

This commit is contained in:
Patoke
2026-03-02 01:43:10 -03:00
parent 0b1a1bfdd4
commit 420efd2c6e
3 changed files with 4 additions and 2 deletions
+1 -1
View File
@@ -74,7 +74,7 @@ void Renderer::TextureSetParam(int param, int value)
}
break;
case GL_TEXTURE_WRAP_T:
case 5:
case 5: // GL_TEXTURE_WRAP_R, but this renderer only supports 2D textures, so treat it as GL_TEXTURE_WRAP_T
texture.samplerParams &= ~2u;
if (value == 0)
{
+1 -1
View File
@@ -25,7 +25,7 @@
#define PNG_BUILD_GRAYSCALE_PALETTE_SUPPORTED
#define PNG_CHECK_FOR_INVALID_INDEX_SUPPORTED
#define PNG_COLORSPACE_SUPPORTED
#define PNG_CONSOLE_IO_SUPPORTED
//#define PNG_CONSOLE_IO_SUPPORTED
#define PNG_CONVERT_tIME_SUPPORTED
/*#undef PNG_DISABLE_ADLER32_CHECK_SUPPORTED*/
#define PNG_EASY_ACCESS_SUPPORTED
+2
View File
@@ -8,6 +8,8 @@
#ifndef ZCONF_H
#define ZCONF_H
#define NO_snprintf
/*
* If you *really* need a unique prefix for all types and library functions,
* compile with -DZ_PREFIX. The "standard" zlib should be compiled without it.